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foxbat9

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I thought of an ending for Reach, chances are it won't happen; but I think its pretty good. Tell me if you like it or not.

 

Idea for an ending, albeit sad while remaining a good ending.

 

Noble Team barely survives getting all the way to a Longsword fighter, they take off planning to escape. A Seraph flies by disabling the Longsword, causing it to crash. Noble team sees a Covenant cruiser loading up in the distance, but close enough to possibly get too. Noble team rushes into a large structure, but confronts a heavily built door with a lock on it. Jun begins to activate the code, and a large group of Covenant begins swarming the site. Kat, remembering her fallen squad-mates before the Fall of Reach, makes the ultimate sacrifice and rushes into the group of Covenant, and activates a special fail-safe for her armor causing her to explode.

 

Noble Team stands shocked when Jun opens the door. Jorge begins to say "It was an honorable thing for what she did." Carter exclaims with sorrow on his face "Spartan's never die Jorge, they're just missing in action." Noble team reaches the ship, but are confronted by a large group of Covenant. They attempt to rush into it and begin going up the lift, but Emile stops right when the others begin going into the lift. Noble Six, Jorge, Carter, and Jun look down and see around ten pairs of Hunter's surround him, he begins laughing silently and pulls two Grenade Launchers from his back and the rest of Noble team reaches the top and the porthole closes.

 

The cruiser begins entering orbit, Noble team reaches the core of the ship while Jun went in search of a Vehicle suitable to escape in. Noble Six hears something and turns, he is slashed across the visor by an Elite holding two energy swords. He is about to be stabbed in the chest when Carter tackles the Elite. They begin fighting when the Elite stabs him through his abdomen, Carter pulls out a knife and stabs the Elite in the head, killing it. Jorge pulls the sword out and begins attempting to help the commander, whom is about to tell him something, but his life fades away. Jun alerts them through his com that the cruiser is approaching a Halcyon-class Cruiser. (UNSC Pillar of Autumn)He finds a Phantom Drop ship still inside of the Covenant Cruiser and tells the remainder of Noble team to hurry.

 

Noble Six tells Jun to escape on his own, who accepts his order and flies off. Jorge and Lone Wolf set up a bomb onto reactor when the Covenant onboard ship begin swarming them. Carter proceeds to unload his gun at them. He tells Noble Six that it was an Honor being on Noble Team when all four Plasma Bombs stick to Jorge from a Plasma Launcher, he takes off his helmet and explodes. Noble Six, surrounded by Covenant has a flashback of the events of Pegasi, He activates the bomb and is engulfed in a bright light.

 

The camera moves to Jun's position, he sees the Covenant Ship explode right before it was about to bombard the Pillar of Autumn. The Pillar of Autumn begins to speed up and Jumps. Jun's Seraph is seen flying toward the surface. I camera than switches to the ground, The camera flies pass a dead hunter which has a knife stuck into its back, Emile can be seen standing, slightly covered in Hunter blood. A small dot, which appears to be Jun's Seraph coming in, noticeable in a detailed sky which shows Covenant cruisers glassing in the distance. Emile begins walking in the distance of the sun, inches away from where a Covenant ship is glassing the planet.

 

The beam of the cruiser passing by blocks the screen, and it fades to black. Stars begin appearing in the background and Reach is seen from a side angle. Debris is seen passing through the screen, and Noble Six's badly damaged helmet is seen with it, slowly orbiting the lost planet...

Oh dear.

I must say this is quite interesting.

"Let your anger be as a monkey in a piñata... hiding amongst the candy... hoping the kids don't break through with the stick." - Master Tang

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The Beta is over; but for some reason still, for us who happen to have the early Beta code can still access it from they're hard drive. You can't access Matchmaking but you can still access Theatre mode for some reason.

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Halo: Reach Launches 09.14.2010

 

You picked a hell of a day to join up.

 

Biggest Blockbuster Game of the Year 'Halo: Reach' Launches Sept. 14, 2010

 

More than 2.7 million players make history with record-shattering demand for the "Halo: Reach" multiplayer beta.

 

REDMOND, Wash., May 24, 2010 - The most anticipated game of the year is making its worldwide debut this September. "Halo: Reach," the blockbuster prequel to the best-selling video game franchise and hailed as the No. 1 game series of all time,(1) will leave its mark on the entertainment landscape when it launches worldwide, starting Sept. 14, 2010, and in Japan on Sept. 15.

 

Developed exclusively for Xbox 360 by acclaimed studio Bungie, "Halo: Reach" drops players back into the iconic universe they love so they can experience the birth of the "Halo" legend. During the past 10 years, the "Halo" franchise has inspired multiple New York Times best-selling novels, comic books, action figures, apparel and more, and it has sold more than 34 million games worldwide to date.

 

"'Halo: Reach' is the culmination of a decade of 'Halo,' a franchise that has become a global entertainment and pop-culture touchstone," said Phil Spencer, corporate vice president of Microsoft Game Studios at Microsoft Corp. "Just as 'Halo: Combat Evolved' catalyzed the success of the original Xbox to define a decade of entertainment, 'Halo: Reach' will push the boundaries for what's possible in video games and help make 2010 the biggest year in Xbox history."

 

"There's no doubt in my mind that 'Halo: Reach' will be one of the biggest games and hottest entertainment products of the year," said Bob McKenzie, senior vice president of merchandising at GameStop. "Pre-orders for 'Halo: Reach' have been off the charts, with fans snapping up the limited and legendary editions since they were introduced just a month ago. Overall, it's a real testament to the passion of the 'Halo' fan base."

 

Consumers Help Make History With Record-Breaking "Halo: Reach" Beta

 

As a testament to the anticipation for its release, more than 2.7 million "Halo" fans helped make entertainment history this month by participating in the "Halo: Reach" multiplayer beta on Xbox LIVE, making it the largest console video game beta test on record and more than triple the size of the "Halo 3" beta. Players completed more than 13 million online games and logged over 16 million hours of online gameplay, amounting to over 1,826 years of total play time in just over a two-week period. The data and user feedback gathered from the beta will help Bungie and Microsoft further refine the game and deliver a blockbuster experience that fans have come to expect from the "Halo" franchise.

 

"Halo: Reach" follows the story of Noble Team, a squad of heroic Spartan soldiers as they make their final stand on planet Reach, humanity's last line of defense between the terrifying Covenant and Earth. Representing the best-in-class multiplayer elements that have become the hallmark of the "Halo" series, "Halo: Reach" offers the most action-packed multiplayer experience yet on Xbox LIVE. The "Halo: Reach" experience is completed with an intense campaign, an unparalleled suite of features and stunning new visuals powered by groundbreaking new technology.

 

"Halo: Reach" represents an enormous evolution for the genre-defining "Halo" games, and is testament to Bungie's 10 years of experience crafting amazing experiences. During the past decade, "Halo" fans have demonstrated their commitment to the franchise by logging more than 2 billion hours of gameplay on Xbox LIVE, sharing millions of pieces of user-generated content, creating original "Halo" machinima series and even holding "Halo" themed weddings.

 

"Halo: Reach" is available for preorder in standard, limited and legendary editions at participating retailers worldwide. The standard edition has an estimated retail price of $59.99 (U.S.), and the limited and legendary editions of the game will retail for $79.99 and $149.99 (U.S.), respectively. The limited and legendary editions of "Halo: Reach" are packed with extras that fans won't want to miss. The centerpiece of the legendary edition is a 10-inch-tall, hand-painted and individually molded Noble Team statue crafted by the expert artisans at McFarlane Toys. As a special bonus, fans can receive a token to unlock an exclusive in-game Spartan Recon Helmet, by picking up a copy of the game on launch day at North American retail stores, and outside of North America by making a pre-order reservation at participating retailers.

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I like the look of the Recon Variant (I had it on Halo 3 :P), but wtf is up with the freaking airfoil on the top?

[insert random quip about aliens and signals here]. Clearly they are paranoid...

Unfinished netherrack symbol of Khorne.

 

Never forget. ~creeper face w/single tear~

 

DO YOU HEAR THE VOICES TOO?!?!

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I like the look of the Recon Variant (I had it on Halo 3 :P), but wtf is up with the freaking airfoil on the top?

 

It's a blast shield (from one of the add-ons you can purchase with credits.)

 

You get the helmet and ALL the add-ons if you pre-order it from Gamestop.

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  • 2 weeks later...

Bungie Weekly Update

 

If you read it all, you can tell the new Firefight has a rather... Large amount of customization at your disposal, and this is just the stuff at E3.

 

[Hide=Firefight 2.0 Customization]

 

FIREFIGHT SETTINGS

  • WAVE PROPERTIES
  • ROUND 1 WAVE PROPERTIES
  • SKULLS (ON or OFF)
  • RED
  • BLUE
  • YELLOW
  • MYTHIC
  • CATCH
  • TOUGH LUCK
  • FAMINE
  • CLOUD
  • TILT
  • BLACK EYE
  • GRUNT BIRTHDAY PARTY
  • COWBELL
  • IWHBYD
  • INITIAL WAVE
  • USES DROPSHIP
  • ENABLED
  • DISABLED
  • SQUAD SELECTION ORDER
  • ORDERED
  • RANDOM
  • SQUAD 1
  • GRUNTS
  • ELITES
  • ELITE PATROL
  • ELITE INFANTRY
  • ELITE TACTICAL
  • ELITE AIRBORNE
  • ELITE SPEC OPS
  • ELITE GENERALS
  • ELITE STRIKE TEAM
  • BRUTES
  • BRUTE PATROL
  • BRUTE INFANTRY
  • BRUTE TACTICAL
  • BRUTE CHIEFTAINS
  • BRUTE KILL TEAM
  • HUNTERS
  • HUNTER PATROL
  • HUNTER INFANTRY
  • HUNTER TACTICAL
  • HUNTER STRIKE TEAM
  • HUNTER KILL TEAM
  • SKIRMISHERS
  • SKIRMISHER PATROL
  • SKIRMISHER INFANTRY
  • JACKALS
  • JACKAL PATROL
  • JACKAL SNIPERS
  • HERETICS
  • HERETIC SNIPERS
  • HERETIC HEAVY
  • SQUAD 2
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 3
  • (SAME AS SQUAD 1 ABOVE)
  • MAIN WAVES
  • USES DROPSHIP
  • ENABLED
  • DISABLED
  • SQUAD SELECTION ORDER
  • ORDERED
  • RANDOM
  • SQUAD 1
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 2
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 3
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 4
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 5
  • (SAME AS SQUAD 1 ABOVE)
  • BOSS WAVE
  • USES DROPSHIP
  • ENABLED
  • DISABLED
  • SQUAD SELECTION ORDER
  • RANDOM
  • ORDERED
  • SQUAD 1
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 2
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 3
  • (SAME AS SQUAD 1 ABOVE)
  • ROUND 2 WAVE PROPERTIES
  • (SAME AS ROUND 1 ABOVE)
  • ROUND 3 WAVE PROPERTIES
  • (SAME AS ROUND 1 ABOVE)
  • BONUS WAVE PROPERTIES
  • BONUS WAVE DURATION
  • 15 SECONDS
  • 30 SECONDS
  • 45 SECONDS
  • 60 SECONDS
  • 90 SECONDS
  • 2 MINUTES
  • USES DROPSHIP
  • ENABLED
  • DISABLED
  • SKULLS
  • (SAME AS ROUND 1 WAVE PROPERTIES ABOVE)
  • SQUAD SELECTION ORDER
  • ORDERED
  • RANDOM
  • SQUAD 1
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 2
  • (SAME AS SQUAD 1 ABOVE)
  • SQUAD 3
  • (SAME AS SQUAD 1 ABOVE)
  • WAVE LIMIT
  • ONE WAVE
  • ONE ROUND
  • TWO ROUNDS
  • ONE SET
  • TWO SETS
  • THREE SETS
  • FOUR SETS
  • FIVE SETS
  • TEN SETS
  • NO LIMIT
  • TIME LIMIT
  • 1 MINUTE
  • 2 MINUTES
  • 3 MINUTES
  • 4 MINUTES
  • 5 MINUTES
  • 6 MINUTES
  • 7 MINUTES
  • 8 MINUTES
  • 9 MINUTES
  • 10 MINUTES
  • 12 MINUTES
  • 15 MINUTES
  • 20 MINUTES
  • 30 MINUTES
  • 45 MINUTES
  • 60 MINUTES
  • NO LIMIT
  • GENERATOR PROPERTIES
  • GENERATOR COUNT
  • DISABLED
  • 1
  • 2
  • 3
  • SPAWN ORDER
  • SEQUENCE
  • RANDOM
  • LOSS CONDITION
  • LOSE ONE
  • LOSE ALL
  • SCENARIO SETTINGS
  • HAZARDS
  • ENABLED
  • DISABLED
  • WEAPON DROPS
  • ENABLED
  • DISABLED
  • AMMO CRATES
  • ENABLED DISABLED
  • CUSTOM SKULL SETTINGS
  • RED SKULL SETTINGS
  • SPARTAN TRAITS
  • SHIELDS AND HEALTH
  • DAMAGE RESISTANCE
  • UNCHANGED
  • 10%
  • 50%
  • 90%
  • 100% (NORMAL)
  • 110%
  • 150%
  • 200%
  • 300%
  • 500%
  • 1000%
  • 2000%
  • INVULNERABLE
  • SHIELD MULTIPLIER
  • UNCHANGED
  • NO SHIELDS
  • NORMAL SHIELDS
  • 2X OVERSHIELDS
  • 3X OVERSHIELDS
  • 4X OVERSHIELDS
  • SHIELD RECHARGE RATE
  • UNCHANGED
  • -25% (DECAY)
  • -10% (DECAY)
  • -5% (DECAY)
  • 0% (NO RECHARGE)
  • 10% (SLOWER)
  • 25% (SLOWER)
  • 50% (SLOWER)
  • 75% (SLOWER)
  • 90% (SLOWER)
  • 100% (NORMAL)
  • 110% (FASTER)
  • 200% (FASTER)
  • HEALTH RECHARGE RATE
  • UNCHANGED
  • -25% (DECAY)
  • -10% (DECAY)
  • -5% (DECAY)
  • 0% (NO RECHARGE)
  • 50% (SLOWER)
  • 90% (SLOWER)
  • 100% (NORMAL)
  • 110% (FASTER)
  • 200% (FASTER)
  • SHIELD VAMPIRISM
  • UNCHANGED
  • DISABLED
  • 10% LEECH
  • 25% LEECH
  • 50% LEECH
  • 100%% LEECH
  • IMMUNE TO HEADSHOTS
  • UNCHANGED
  • ENABLED
  • DISABLED
  • IMMUNE TO ASSASSINATIONS
  • UNCHANGED
  • ENABLED
  • DISABLED
  • WEAPONS AND DAMAGE
  • DAMAGE MODIFIER
  • UNCHANGED
  • 0%
  • 25%
  • 50%
  • 75%
  • 90%
  • 100%
  • 110%
  • 125%
  • 150%
  • 200%
  • 300%
  • INSTANT KILL
  • MELEE MODIFIER
  • UNCHANGED
  • 0%
  • 25%
  • 50%
  • 75%
  • 90%
  • 100%
  • 110%
  • 125%
  • 150%
  • 200%
  • 300%
  • INSTANT KILL
  • GRENADE REGENERATION
  • UNCHANGED
  • DISABLED
  • ENABLED
  • INFINITE AMMO
  • UNCHANGED
  • DISABLED
  • ENABLED
  • BOTTOMLESS CLIP
  • WEAPON PICKUP
  • UNCHANGED
  • DISABLED
  • ENABLED
  • EQUIPMENT USAGE
  • UNCHANGED
  • DISABLED
  • ENABLED
  • EQUIPMENT DROP
  • UNCHANGED
  • DISABLED
  • ENABLED
  • MOVEMENT
  • PLAYER SPEED
  • UNCHANGED
  • 0%
  • 25%
  • 50%
  • 75%
  • 90%
  • 100%
  • 110%
  • 120%
  • 130%
  • 140%
  • 150%
  • 160%
  • 170%
  • 180%
  • 190%
  • 200%
  • 300%
  • JUMP HEIGHT
  • UNCHANGED
  • 0%
  • 25%
  • 50%
  • 75%
  • 90%
  • 100%
  • 110%
  • 125%
  • 150%
  • 200%
  • 300%
  • PLAYER GRAVITY
  • UNCHANGED
  • 50%
  • 75%
  • 100%
  • 150%
  • 200%
  • VEHICLE USE
  • UNCHANGED
  • NONE
  • PASSENGER ONLY
  • DRIVER ONLY
  • GUNNER ONLY
  • NO PASSENGER
  • NO DRIVER
  • NO GUNNER
  • FULL USE
  • SENSORS
  • MOTION TRACKER MODE
  • UNCHANGED
  • OFF
  • ALLIES ONLY
  • NORMAL MODE
  • ENHANCED MODE
  • MOTION TRACKER RANGE
  • UNCHANGED
  • 10 METERS
  • 25 METERS
  • 75 METERS
  • 150 METERS
  • APPEARANCE
  • ACTIVE CAMO
  • UNCHANGED
  • OFF
  • POOR CAMO
  • GOOD CAMO
  • WAYPOINT
  • UNCHANGED
  • NO WAYPOINT
  • VISIBLE TO ALLIES
  • VISIBLE TO EVERYONE
  • VISIBLE NAME
  • UNCHANGED
  • NO WAYPOINT
  • VISIBLE TO ALLIES
  • VISIBLE TO EVERYONE
  • FORCED COLOR
  • UNCHANGED
  • OFF
  • RED
  • BLUE
  • GREEN
  • ORANGE
  • PURPLE
  • GOLD
  • BROWN
  • PINK
  • WHITE
  • BLACK
  • ZOMBIE
  • WAVE TRAITS
  • DAMAGE MODIFIER
  • UNCHANGED
  • 0%
  • 25%
  • 50%
  • 75%
  • 90%
  • 100%
  • 110%
  • 125%
  • 150%
  • 200%
  • 300%
  • INSTANT KILL
  • DAMAGE RESISTANCE
  • UNCHANGED
  • 10%
  • 50%
  • 90%
  • 100% (NORMAL)
  • 110%
  • 150%
  • 200%
  • 300%
  • 500%
  • 1000%
  • 2000%
  • INVULNERABLE
  • SHOOTINESS
  • UNCHANGED
  • NORMAL
  • MARKSMAN
  • TRIGGER HAPPY
  • GRENADES
  • UNCHANGED
  • NORMAL
  • NONE
  • CATCH
  • VISION
  • UNCHANGED
  • NORMAL
  • NEAR SIGHTED
  • EAGLE EYE
  • HEARING
  • UNCHANGED
  • NORMAL
  • DEAF
  • SHARP
  • LUCK
  • UNCHANGED
  • NORMAL
  • UNLUCKY
  • LUCKY
  • LEPRECHAUN
  • EQUIPMENT DROP
  • UNCHANGED
  • ENABLED
  • DISABLED
  • IMMUNE TO HEADSHOTS
  • UNCHANGED
  • ENABLED
  • DISABLED
  • IMMUNE TO ASSASSINATIONS
  • UNCHANGED
  • ENABLED
  • DISABLED
  • BLUE SKULL SETTINGS
  • (SAME AS RED SKULL SETTINGS ABOVE)
  • YELLOW SKULL SETTINGS
  • (SAME AS RED SKULL SETTINGS ABOVE)
  • SPARTAN SETTINGS
  • RESPAWN TIME
  • 10 SECONDS
  • 15 SECONDS
  • 20 SECONDS
  • 25 SECONDS
  • 30 SECONDS
  • 45 SECONDS
  • 60 SECONDS
  • 90 SECONDS
  • 2 MINUTES
  • 3 MINUTES
  • ON WAVE
  • STARTING LIVES
  • UNLIMITED
  • NONE
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 15
  • 20
  • 25
  • 50
  • MAXIMUM EXTRA LIVES
  • (SAME AS STARTING LIVES)
  • BASE TRAITS
  • (SAME AS SPARTAN TRAITS FOUND UNDER SKULL SETTINGS ABOVE)
  • LOADOUTS
  • LOADOUT 1
  • NAME
  • AIR ASSAULT
  • MARKSMAN
  • RECON MARKSMAN
  • EXPERT MARKSMAN
  • OPERATOR
  • GRENADIER
  • MEDIC
  • CORPSMAN
  • STALKER
  • DEMOLITIONS
  • INFILTRATOR
  • SECURITY
  • SPRINT
  • ARMOR LOCK
  • ACTIVE CAMO
  • [REDACTED]
  • DROP SHIELD
  • JET PACK
  • NOBLE 1
  • NOBLE 2
  • NOBLE 3
  • NOBLE 4
  • NOBLE 5
  • NOBLE 6
  • CARTER
  • KAT
  • JORGE
  • EMILE
  • JUN
  • [REDACTED]
  • [REDACTED]
  • [REDACTED]
  • [REDACTED]
  • JUGGERNAUT
  • BERSERKER
  • MAVERICK
  • ZOMBIE
  • DEMON
  • ANGEL
  • REDSHIRT
  • LING LING
  • POOKIE
  • FNG
  • NOOB
  • CAMPER
  • SPECTER
  • BUNKER
  • CLAYMORE
  • FIREBASE
  • INTEL
  • NINJA
  • POWER
  • COBRA
  • EAGLE
  • HOG
  • BEAR
  • WARRIOR
  • DECEIVER
  • [REDACTED]
  • PRIMARY WEAPON
  • ASSAULT RIFLE
  • DMR
  • CONCUSSION RIFLE
  • ENERGY SWORD
  • FLAK CANNON
  • FOCUS RIFLE
  • GRAVITY HAMMER
  • GRENADE LAUNCHER
  • MAGNUM
  • NEEDLER
  • NEEDLE RIFLE
  • PLASMA LAUNCHER
  • PLASMA PISTOL
  • PLASMA REPEATER
  • PLASMA RIFLE
  • ROCKET LAUNCHER
  • SHOTGUN
  • SNIPER RIFLE
  • SPARTAN LASER
  • SPIKER
  • [REDACTED]
  • UNCHANGED
  • SECONDARY WEAPON
  • (SAME AS PRIMARY WEAPON ABOVE)
  • ARMOR ABILITY
  • JETPACK
  • ARMOR LOCK
  • ACTIVE CAMO
  • DROP SHIELD
  • [REDACTED]
  • NONE
  • SPRINT
  • [REDACTED]
  • GRENADES
  • 1X FRAG
  • 2X FRAG
  • 3X FRAG
  • 4X FRAG
  • 1X PLASMA
  • 2X PLASMA
  • 3X PLASMA
  • 4X PLASMA
  • 1X FRAG, 1X PLASMA
  • 2X FRAG, 2X PLASMA
  • 3X FRAG, 3X PLASMA
  • 4X FRAG, 4X PLASMA
  • 1X FRAG, 1X PLASMA
  • NO GRENADES
  • HIDE LOADOUT
  • NOT HIDDEN
  • HIDDEN
  • LOADOUT 2
  • (SAME AS LOADOUT 1 ABOVE)
  • LOADOUT 3
  • (SAME AS LOADOUT 1 ABOVE)
  • LOADOUT 4
  • (SAME AS LOADOUT 1 ABOVE)
  • LOADOUT 5
  • (SAME AS LOADOUT 1 ABOVE)
  • GENERAL SETTINGS
  • FRIENDLY FIRE
  • ENABLED
  • DISABLED
  • BETRAYAL BOOTING
  • ENABLED
  • DISABLED

[/hide]

 

Here are pictures of the new and improved Brutes

[hide=brutes]

 

Reach_E310_BruteMinor.jpg

 

Reach_E310_BruteMajor.jpg

 

Reach_E310_BruteChieftain.jpg

[/hide]

Also, it seems that every different rank not only has a different color, but armor also.

 

[hide=Elites]

 

Reach_E310_EliteUltra.jpg

Reach_E310_EliteSpecOps.jpg

Reach_E310_EliteOfficer.jpg

Reach_E310_EliteJetpack.jpg

[/hide]

 

[hide=Grunts]

 

Reach_E310_GruntMinor.jpg

Reach_E310_GruntHeavy.jpg

Reach_E310_GruntSpecOps.jpg

[/hide]

 

Here's a few more pictures to go with the others...

 

[Hide= Guns and Enemies]

 

Reach_E310_Hunter.jpgReach_E310_Skirmisher.jpg

Reach_E310_FuelRodGun.jpg

Reach_E310_ConcussionRifle.jpg

 

[/hide]

One thing I noticed is, not only Hunters very detailed and look really frightening... They are bigger, a lot bigger.

 

 

Reach_E310_Firefight_Waterfront04.jpg

 

I think they might be a rather difficult challenge to fight now.

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  • 2 weeks later...

Considering how good Firefight turned out to be, during the last weekly update, Bungie mentioned Forge, and said we won't be disappointed for Bungie Day, and maybe even sooner. What do you guys think Forge will be like?

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Well...now I can safely say that the new Hunters are gonna annialate me :L

 

and all this stuff abut forge seems like gaming heaven...

Now if only we can make Grunt 200ft tall with gravity hammers....

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Visit my blog! Click the madness for more madness!

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I'm glad bungie is putting a lot of detail and work into this. The game looks stunning, and I really can't wait. The level of detail on everything is just amazing. Enemies, guns, the environment, everything. JUST. PLAIN. AWESOME. I don't think this is the Halo you all know and lo-hate...

EDIT: OMG.

http://www.youtube.com/watch?v=Ke9wtbzGjCI

Unfinished netherrack symbol of Khorne.

 

Never forget. ~creeper face w/single tear~

 

DO YOU HEAR THE VOICES TOO?!?!

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I'm glad bungie is putting a lot of detail and work into this. The game looks stunning, and I really can't wait. The level of detail on everything is just amazing. Enemies, guns, the environment, everything. JUST. PLAIN. AWESOME. I don't think this is the Halo you all know and lo-hate...

EDIT: OMG.

 

Epicsauce

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Bungie Weekly Update: 07.02.10

 

 

Might be a brief update today, we're still playing heaps of Halo: Reach around these here parts. In fact, right now, at this very minute, we're throwing a bona fide Bungie Bug Fixin' Bash, looking for big ticket, last minute items to tweak before we ship this already kick ass game off into an incubation phase that'll ultimately birth a happy, healthy Release Candidate.

 

Does that mean we're well past the point of no return, unable to consider the sweet features you've been adamantly insisting we adopt in order to make Halo: Reach the very best game in the history of games? Yes. Yes it does.

 

But don't worry. Marcus summed up Reach's status for the team on Tuesday and things are right on track:

 

"It plays better, looks better and runs better than any other Halo game Bungie has ever made."

 

I do not disagree.

 

The Stuff of Legend

And while our campaign designers are putting the finishing touches on their encounters, ensuring that each difficulty is true to its namesake and the curve as you progress through the game feels nice and natural, one man's journey into space was a little bit more rocky than most.

 

Shishka claims he snagged a bad build and that his monumental FIVE HOUR SPACE ENCOUNTER was owed to a dastardly combination of friendly Sabres flying off into uncharted space (providing no fire support whatsoever) and enemy Seraphs bolstered by their upgraded Legendary status and indefatigable plasma cannons. I'm not convinced.

 

After Sage heard about Shishka's epic crash and burn, he asked me to run through the same mission on Legendary difficulty to see if Shishka's performance was in fact going to be standard fare for space bound Spartans.

 

After my run, I hit Chad up over IM to get the scoop. Here's the conversation, as it occurred in real time:

 

urk: a little birdie tells me you suck at space

urk: a bearded birdie

Chad: Yeah, because I tried to dogfight instead of hide like a blam!

urk: you're too much of a man

Chad: Expected: Fun

Chad: Results: Cowering behind the space station

urk: i played through: 3 deaths

urk: i am a leaf on the wind

Chad: Doesn't help that in the build I was playing in, I was the only thing in space shooting at Covenant

Chad: Seraphs were like "Oh wait, he's the threat. Home in and destroy."

urk: also, i submitted my map to atlas and didn't hear back

urk: when can i expect it to appear in matchmaking?

urk: next month would be cool

Chad: lol

urk: you could do a write up for the update

urk: talk about matchmaking changes

urk: and about how terrible you are at space

urk: sage says it took you 5 hours

Chad: Yeah, it did

urk: you are nothing if not persistent

urk: did you have your gunnarz on?

Chad: I spent an entire day getting the drop on two Seraphs, then being blasted, because I didn't know "hide like a frightened kitten" was the strat

urk: turn and burn

Chad: Yeah, I'll write up something about Matchmaking for the update

urk: don't spend five hours on it

urk: ;)

Chad: Yeah yeah

 

 

shishkins.jpg

 

Myself? I tackled the mission in record time and told Sage it felt a little too easy. The Space Banshees popped like so much Jiffy. Definitely not Legendary. He's gonna talk with Tipul and make sure it's cranked up a notch before we ship.

 

And while we're on the Tipul tip, I should note that another little bearded birdie informs me that Legendary difficulty features more than a few Elites armed with Active Camo and Sniper Rifles. When I asked why, full of impotent rage and incredulity, I was told, simply, that Tipul "hates the player."

 

Fine by me. I'm a Heroic man myself. If you elect to step it up to Legendary, well, you might want to strap in and hold on tight. As Shishka learned the hard way, you'll be in for a bumpy ride.

 

urk: also, your new nickname is Shishkins

Chad: wtf

urk: It's an amalgamation of Shishka and Porkins

Chad: REJECTED

urk: wonder if i can have copdahl change your service tag to pork

Chad: I wonder how much blood you can lose from superficial wounds before you die

urk: probably plenty

Chad: Noted

 

 

Visor Mode

Nope, it's not a typo and we're not talking ODST. Luke's given us permission to lift the veil on yet another Armory option you'll be able to invest in to make your Spartan look mean and green. Behind that veil: visor colors.

 

no_lack_of_vision.jpg

 

Face_First.jpg

 

Of course, we're not letting you see the whole picture. Instant intel is nice, but there's something to be said for firsthand experience. Rest assured, this trifecta of tints doesn't paint the whole picture.

 

Matchmaking Update!

And since it's been a good, long while since we had our old friend Shishka lend some of his soothing words to our weekly update regarding Halo 3's matchmaking status (and since he promised to deliver above), here's what the man had to say for himself:

 

You may have noticed the "MLG FFA" shaped hole in Matchmaking.

 

MLG FFA's removal is the first step in preparing Halo 3 for Reach's release. Between now and the day Reach is in your trembling hands we're going to actively downsize and concatenate Halo 3's matchmaking lineup. What does this mean?

 

  1. Playlists are going to be combined, modified, or removed, based on how we predict they will perform once Reach is released. Ultimately the number of playlists will be reduced from its current number.
  2. No new playlists will be added from this point onward.
  3. Playlists will progressively become DLC required, leaving Social Slayer and Lone Wolves as the only DLC-optional playlists once again.
  4. Double EXP weekends will come to an end on 9/13. But not before we throw them a little going away party.
  5. 7 on 7th will live on, but beyond the release of Reach no further updates are planned for Halo 3 Matchmaking.

In summary: If you have a favorite playlist, you should start playing it now, because it might not be around forever.

 

Now that everyone's digesting that bit of sobering news, I thought I'd try to slip past Sketch's censor and talk a bit about Reach's matchmaking plan. As I write this, test is banging their bug bats against Reach's matchmaking system, which a prototype configuration representative of what Matchmaking will be like the day you take it home. And when test is done playing Matchmaking for the day, the rest of the team are taking devkits home and playing at night. As people are getting locked out of Reach and are unable to do anything but play, we're getting more hands on deck and everyone is providing feedback on the multiplayer experience. It's nice to see the guys that have been so focused on the campaign finally getting to see the other side of Reach, and really liking what they see.

 

The plan we're going with for now includes six hoppers under a "competitive" category. This is the final name of the "standard" category you saw in the beta. These playlists include 8-man FFA, 4v4 Slayer, 4v4 Objective, 2v2v2v2v2 Multi-Team, 8v8 Big Team, and 6v6 Invasion. Then there's Arena, which has 7-man FFA, 2v2, and 4v4. Arena is all Slayer, all the time, as we've explained previously. Incidentally, this isn't the entire offering you'll find in Matchmaking, but it should give you something to look forward to.

 

Right now, someone has closed their Bungie Weekly Update window, started a new post in the Reach forum, and are titling it "No SWAT playlist? Really, Bungie?" Simmer down. SWAT and Snipers are now roommates. Their address is Team Slayer, Voting Slot 3. We're not opposed to gametype-specific playlists later down the road, but we want to avoid a situation where a player new to Halo (believe it or not, they exist) find their first experience in a niche hopper (even if it's a popular one). That should give you a glimpse into how we're looking at using voting, at least for launch, as well.

 

Speaking of voting, we took a look at how voting worked in the beta and made some changes. Specifically, a non-vote no longer counts as a vote toward the first option on the list. If Jimmy Matchmaking finds himself in a party that isn't voting, and he votes for something all by his lonesome, he gets to play what he voted for. If nobody votes, the first option on the list is selected. Hopefully through the use of your "psych profile" (IE, your social preferences), you'll find people that want to vote for the same things you do, though. Oh yeah, we made a slight change to that. Entering Matchmaking in an Xbox Live party or with your headset unplugged is the same as setting your Chattiness to "Quiet," regardless what you actually set it to. This way, people searching for fellow chatty players are less likely to end up in mic-less games (remember, the psych profile is additional parameters that will preferentially match you to players within your matchmaking pool if compatible players can be found. If for some reason the game can't find you a player of similar chattiness, it'll match you with whoever it can find).

 

I think that's enough to chew on from now. You'll be hearing again from me soon, though.

 

Medal Mayhem

In other IM news, Stosh pinged me earlier in the week to gloat over the tremendous stash of medals he's been hoarding in his posh upstairs loft. Though we don't want to tip our hand on a lot of the shinier aspects of Reach's instant (and long term) gratification, I thought it would be sweet to give you a sneak peek into the Work In Progress spot in the Service Record Stosh is designing to house all of your career military honors.

 

careerstats_medals.jpg

 

Stosh tells me that makes for a whopping 120 unique medal slots, just enough to house the complete set for Halo: Reach. I'm too lazy to count, but since I trust Stosh implicitly, 120 it is.

 

Right Now Downstairs

While Stosh is holding it down upstairs, Lars is up for tackling some lower level action. He's been hitting the forums again. I try to keep him away, but he just can't resist. With the recent reveal of Firefight, he's spent some time soaking up all the initial feedback and now it's time to wring some of that delicious anticipation back out.

 

Lars contacted me earlier in the week, asking if we wanted him to address a few questions he saw popping up on a regular basis. We did. Open wide:

 

Ok Firefighters, so we pretty much dropped our pants at E3 to talk about the new Firefight in Reach and how crazy customizable it is (some might say "insane"). I wanted to clear up a couple minor details for people who were scratching their head over things.

 

Q: Hey, I really like fighting Covenant vehicles, but not all the time. Can I have an option for that?

 

A: Why yes. Since you asked so nicely, we do have an option for that. It's called Scenario Hazards. You can either have them Enabled or Disabled. This is what controls things like Wraiths, Ghosts, or even Insertion Pods from coming into play. If you disable it, then they will never show up for you. You can even say whether you want the Covenant to show up coming from Dropships or just have them spawn in the level. You configure this per Initial, Main, and Boss Wave, however.

 

SKETCH'S NOTE: Did you know that unlike ODST, you can actually BOARD those pesky Wraiths in Reach's Firefight and rain down sweet plasma death on the Covenant for massive points!? It takes a delicate hand but if you just damage it enough to knock the driver out, it'll definitely be worth the effort!

 

Q: It doesn't look like you have enough variety in your Wave makeup, are you sure that it will give me the randomness I so desire?

 

A: The Options for the Wave Progression is built off the same system we used in ODST. There's plenty of randomness there if you want it. A Firefight Round is made up of 5 Waves. There is an Initial, 3 Main, and 1 Boss. You have 3 Waves to randomly choose between for each Initial and Boss, and 5 for each Main wave. There's plenty of randomness if you want to dig in to the Options. Each Round is completely separate too, so if you want to have a totally unique Set (a Set is 3 Rounds), it's very easy to do. You have full control over every aspect of it.

 

Q: So, I don't really want Random Waves. I want it to be the same every time I play it so my friends and I can compare our scores in a very controlled way. Can we do that?

 

A: You can! Every single sub-section of the Wave makeup allows you to set it to either be Random (like I described above) or Ordered. If you choose Ordered it will only choose the first items in the list in that order so they always show up the same way every time you play it.

 

Q: Are there any more built-in gametypes besides the ones you showed at E3?

 

A: Yep, but we aren't quite ready to talk about them yet. Soon-ish. There will probably even be stuff in Matchmaking when the game launches that isn't on the disc. We've been playing with the game options internally and coming up with some pretty fun stuff.

 

Q: I want Buggers in my Firefight in Reach.

 

A: Sorry, Buggers are no longer in Firefight.

 

Yeah. Stick to your guns, Lars! Thanks for the clarification. Oh, and keep your pants on, please. This is a family show.

 

Hold Me Close, Tiny Dancer

So there I was, playing through some Halo: Reach campaign, having a grand old time, marveling at how incredibly awesome the experience is the setting, the sound, the encounters, the effects and what should I spy out of the corner of my little eye? A proper sized trooper with a not-so-standard-issue Service Tag.

 

I should start by clarifying that we've gone ahead and assigned names to the Marines, Troopers, and ODST's you fight alongside this time out. Some of them are aptly named after Bungie employees. As you assemble an impromptu fighting squad, you'll be able to see the rank, name, and Service Tags of each friendly so you can keep track of 'em and keep 'em alive.

 

So what's the big deal about this small addition to the game? Why did I take a teensy bit of time out to make such a giant issue of it in the weekly update? Well, because Copdahl changed the Carney stand-in trooper's Service Tag to "TINY" and when I laid eyes on it, I laughed so hard it made me pee a little. Just a teeny weeny little bit.

 

Carney claims the tag was added as a respectful homage to one of his many grand, online pseudonyms, but we all know better than that. Carney's a big damn deal and we have the shop to prove it.

 

tinypution.jpg

 

In the Pack

The Wolf, Roger Wolfson, is out and about this week, but it seems even during his rest and relaxation he can't get away from his work. He appears to be taking it all in stride, though.

 

Roger writes:

 

"Here's a shout-out to the guys of Boy Scout Troop 208 in Las Vegas the other day I was visiting* Great Basin National Park and took a tour of the caves with them. When we emerged from the chilly depths into the warm daylight and I took off my jacket, I had a Halo shirt underneath which they immediately spotted, and hilarity ensued. We had neighboring campsites and spent the evening around the fire talking game design principles, over a bag of the biggest marshmallows this side of Mr. Stay Puft himself.

 

*Yeah, I know we have a game to ship, but for the server team, RTM isn't a signal to relax, it's the starting gun for yet another race. So cut me some slack for taking a vacation while I could!"

 

Blame Stosh

Stosh didn't step out this week. He's got a Blame Stosh, prepped and ready to go.

 

 

 

So pro.

 

And so we're off and the update wasn't so short after all. (I get by with a little help from my friends). Stop by yourself next week for some colorful Bungie Day love. We'll keep our pants on. I promise.*

 

See you soon.

 

*Pants not guaranteed.

 

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Not expected for what I want... but it is EPIC! <3 Bungie

 

It's the 7th day of the 7th month which means it's time for everyone here at Bungie to rejoice and give thanks to you, our awesome fan community. As a small token of our gratitude and to reward your support in our quest for world domination, we've teamed up with our friends at Rooster Teeth to offer the gift of video. Not just any video mind you, no, this is the definitive Bungie Day machinima video from the people who created Bungie Day machinima videos.

 

Click. Watch. Enjoy. Discuss.

 

http://www.youtube.com/watch?v=mgFy83gAL1Y

 

 

 

Hit the links below to grab a specific version (right-click to 'save as'):

 

Windows Media - 360p.wmv

 

Windows Media - 720p.wmv

 

Quicktime - 360p.mov

 

Quicktime - 720p.mov

 

iPhone

 

 

The Xbox LIVE Marketplace version should be landing tomorrow. We'll update this post when it becomes available.

 

 

On behalf of the entire Bungie team, thank YOU for being awesome. We wouldn't be here without you. Sure, we'd be somewhere, just not here...probably more like the cold damp basement of an rundown school building in Chicago.

 

Stand strong 7th Column, everything is proceeding exactly as planned. World Domination is quickly coming into reach.

 

Love, Bungie

 

 

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*Reads over latest page of posts*

 

Man, i seriously can't wait to see what Rooster Teeth is going to be able to do once they get their hands on Reach for their series.

 

As for the game itself...

 

Firefight, Blood Gulch, new, polished mechanics. Basically everything i love about Halo, and more in one game. I'm really considering dishing out the 100~% for the legendary version =S

Hexiled Razz. Player since March 8th, 2005.

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